From
TES issue 25 (January 2004)
Series 7/8.
Level 2/3.
THE SEWERS OF GOTH
This was
Lord Fear's first line of defence in series 7 - the dank and uninviting environment of the sewers below his tower home. Fear himself described them as follows: "The rankest, stenchiest subterranean passages in this world or any other." - Lord Fear.
The Sewers of Goth consisted of a small platform that led off into a river of green and yellow detritus, which bobbed and rippled with small waves. Fortunately,
dungeoneers were not required to swim along the sewers to the exit, but were taken across in a boat. The rower was usually
Grimaldine, who spent a lot of time hanging around level three on his search for the
Brollachan.
Barry had
Greystagg to row him instead of Grimaldine. During the boat ride, it was possible for
teams to gain information and
spells for use on level three from their rower, so the Sewers of Goth could prove to be a crucial point in the quest. It was as they were rowing through the sewers, for example, that Grimaldine told winning dungeoneer Julie about the three pieces of the
arken shield that he had hidden throughout the level to use against Lord Fear.
The Sewers of Goth were an interesting new addition to series 7, and certainly looked to be as disgusting as Lord Fear said they were. Their value as a
Knightmare room was purely aesthetic, however, as the sewers themselves did not pose any immediate threat to the quest. However, it was a crucial point of level three where the team's fate could be decided, so the Sewers of Goth could be classed in the same league as such rooms as the stained-glass window in series 2 and 3, and the round room where bargains with
Hordriss and
Malice were fulfilled in
series 4. As Goth moved to level two for series 8, so too did the sewers.
Snapper-Jack seemed to enjoy hanging out here, as he often used the Sewers of Goth as a venue for asking his riddles.
Only Daniel and Michael got boat rides through the sewers in series 8 - Michael was rowed by
Sidriss after saving her from Snapper-Jack, while Daniel used a fearsome
potion to turn into Lord Fear and force
Sylvester Hands to row him across. At other times, the way to exit the sewers was simply to walk off-screen. During Rebecca's quest, two
miremen were seen wading through the green murkiness of the sewers, which was a nice Knightmare moment. The Sewers of Goth lost something of their status in series 8, however, as they were no longer a sign that victory was not far off, and they became much easier to escape from.
They are certainly very memorable, though - as I type, a striking image of the green water with yellow streaks comes unbidden to my mind. I suppose such a vivid depiction of such an environment as a sewer is more likely to stick in the memory than such things as stained-glass windows and castle courtyards. Yes, although the Sewers of Goth are perhaps not best classed as a Knightmare puzzle or trap, they certainly are a convincing and impressive Knightmare room.
Difficulty: 5 An object and/or wits were sometimes required for a boat ride, or Snapper-Jack's questions.
Killer Instinct: 2 There was never any problem as to how to get out.
Gore Factor: 10 This room was designed to be disgusting, and so it was.
Fairness: 9 A good addition to level three, which perhaps lost something when it was moved to level two.